/Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassRepresentationFragments.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassRepresentationParameters : public [FMassSharedFragment](API\Plugins\MassEntity\FMassSharedFragment)
bool
bCanModifyRepresentationActorManagementClass
The property is marked like this to ensure it won't show up in UI
bool
bKeepActorExtraFrame
When switching to ISM keep the actor an extra frame, helps cover rendering glitches (i.e. occlusion query being one frame late)
bool
bKeepLowResActors
If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is active
bool
bSpreadFirstVisualizationUpdate
If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate member
EMassRepresenta...
CachedDefaultRepresentationType
Default representation when unable to spawn an actor, gets calculated at initialization
TObjectPtr<UMa...
CachedRepresentationActorManagement
EMassRepresenta...
LODRepresentation
What should be the representation of this entity for each specific LOD
float
NotVisibleUpdateRate
At what rate should the not visible entity be updated in seconds
TSubclassOf<UM...
RepresentationActorManagementClass
Allow subclasses to override the representation actor management behavior
FName
WorldPartitionGridNameContainingCollision
World Partition grid name to test collision against, default None will be the main grid